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“The room was immense and seemingly empty. Empty except for
an alcove on the opposite wall where, glittering in magical light, a
large, ornate chest stood overflowing with treasure. This was just
one of the many treasure chests hidden in this chamber.
“It was a siren calling for intruders to drop their guard and come
gather the wealth pouring from it. The other treasures were
hidden by a magic so arcane modern wizards had no idea how
to conjure it. Numerous traps designed to protect the vast wealth
from scavengers were also rendered invisible by this same magic.
“Now, four unlikely heroes, a Wizard, Warrior, Cleric, and Rogue
had to find a way to uncover the path that would allow them to
safely collect the treasures scattered throughout the room while
avoiding those numerous traps set centuries before. They weren’t
the first to take on this challenge, but they planned to be the last.”
-Richard Schrand
Contents 4 Hero Boards:
1 Game Board:
the Wizard
Health Move Ability
Action: Reveal
1 facedown Tile.
Max 4
the Rogue
Health Move Ability
Disarms Traps.
Max 6
the Cleric
Health Move Ability
Action: Heal self
or nearby Hero
Max 8 for 2 Health.
the Warrior
Health Move Ability
Slays Monsters.
Max 10
10 Trap Tiles:
Bear Trap
Bear Trap
Bear Trap
Arrow Trap
Arrow Trap
Fire Trap Pit Trap
Cleric (8-sided) Wizard (4-sided)
Bear Trap Fire Trap
Arrow Trap
10 Monster Figures:
14 Effect Tiles:
Portal
Portal
Portal
Portal
Poison Portal
Poison Portal
4 Goblins 1 Ogre
Portal Poison Portal
Poison Portal
Costs 2 Actions
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Expansion Contents
Dragon the Dryad Pennant
Fairy
Health Move Ability
Action: Inspire 1 Hero
up to 3 rooms away to
the Dyrad take 1 free action.
Dragon's Flame Max 4
1 Dragon Action:
Deal 8 to each
Hero in marked areas
(may make 1 move first):
Dragon Figure & Tiles Dryad Hero Board, Figure, Fairy &
Die(4-sided), & Tile Pennant Tile
Energy Vial
Curious Bread
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Spend and from
slain/disarmed tiles to
Possession
Demon Skull Magic Mirror purchase 1 Artifact
from the Market. 2 White Lady Actions:
Enter a room with a
Hero (except for Cleric)
and take control of
that Hero. Spend up to
2 actions to move that
Hero during your turn.
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Overview
Two players go head-to-head controlling opposing sides in
a game of deduction and deceit. One player controls a party
of four Heroes adventuring into a dungeon for treasure. The
other is the Dungeon Lord who reigns over the dungeon’s
traps, treasures, and monsters. The Heroes’ party consists of
a Warrior, a Cleric, a Rogue and a Wizard, who must work
together, using each of their special abilities to overcome the
puzzles presented by the scheming Dungeon Lord.
Objectives
Each player has a separate objective to win the game:
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Game Setup
1. Players start by choosing who will play as the Hero Player and
who as the Dungeon Player. Flipping a coin is recommended.
2. Place the Game Board between both players with the blue
“Entrance Room” side facing the Hero Player and the orange
“Treasure Vault” side facing the Dungeon Player.
3. The Hero Player collects the Hero Boards, Health Dice, and
Hero Figures:
3A. Place the Warrior, Cleric, Rogue, and Wizard boards “active”
side-up (the color side) in the area below the Game Board.
3B. Place the Health Die matching the image on each board
onto the picture of the Hero set with its highest value facing
up. For example, the “Wizard’s die” has a “4 peak” at the top
and the “Warrior’s die” has a “0” that represents “10.”
3C. Place the Hero Figures matching their Hero Boards into the
4 Entrance Room spaces on the game board. Each Entrance
Room should contain only one figure of the Hero Player’s
choice. Return all other boards, dice, and figures to the box.
4. The Dungeon Player collects all of the Dungeon Tiles and the
Monster Figures.
4A. Place the Double-sided Treasure Tile into one of the
Treasure Vault spaces (it does not matter which space).
4B. Place the Monster Figures (4 Goblins, 3 Skeletons, 2 Orcs,
and 1 Ogre) into a Monster Figure Supply nearby.
4C. Assemble the Dungeon Deck of 36 tiles and place them in
the Draw Bag (see the instructions on the next page).
5. The Dungeon Player draws 4 Dungeon Tiles from the bag into
their hand. The Dungeon Player takes the first turn.
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4C
Hero Boards Dungeon Deck
Game Board
with Health Dice
2
3A
Supply of
Monster
Figures
3B 4B
Health
Health
Max 10
Max 8
3C
the
Move
Move
the
Warrior
Cleric
Ability
Ability
Action: Heal self
Slays Monsters.
or nearby Hero
for 2 Health.
5
Health
Health
4A
Max 6
Max 4
Draw
Move
Move
the
the
4 Tiles
Wizard
Rogue
Ability
Ability
1 facedown Tile.
Disarms Traps.
Action: Reveal
=
Arrow Trap
Skeleton
+ +
Fire Trap
Orc
Ogre Pit Trap
23 Tiles
3 Treasure 10 Monster 10 Trap Tiles
Tiles Tiles
B
2. Shuffle the remaining Dungeon Tiles
(Effects and Artifacts) forming Deck B. Effects & Artifacts
3. Randomly draw 13 tiles from B and set them
aside. Keep the tiles face-down; it is important
that neither player sees what these tiles are. Draw 13
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Round Overview
In a round, each player takes a turn. The first turn is always taken
by the Dungeon Player. Each turn, each player MUST take 4
actions. After the Dungeon Player takes 4 actions, it is the Hero
Player’s turn to take 4 actions. This goes back and forth until the
game is over.
The game consists of 2 Phases: the Passive Phase and the
Aggressive Phase. The actions that the Dungeon Player may
perform change depending on which phase it is. The Passive Phase
ends when the Dungeon Deck is empty of tiles to draw. After
the last tile has been drawn, the Aggressive Phase begins with the
Dungeon Player’s next turn. The actions that the Hero player may
perform are the same for both phases.
Passive Phase:
Using 4 actions, place the 4
Dungeon Tiles in your hand
face-down into open dungeon
rooms of your choice, 1 action Orc
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Aggressive Phase:
At the start of the Aggressive
Orc
Monster Figures:
• May only move 1 room in a turn at the cost
Orthogonal
of 1 action based on the Movement icon
on their tile. For example, a Skeleton may
move orthogonally and a Goblin may move
Orthogonal
orthogonally OR diagonally. OR Diagonal
• Can attack 1 Hero once per turn; it does not cost an action to
attack. The Monster must be either in the same room as the
Hero, or in an adjacent room. The adjacent room MUST match
the Movement icon on the Monster’s Tile. For example, the
Skeleton may only attack an orthogonally adjacent Hero, whereas
a Goblin can attack either orthogonally or diagonally.
• Move onto face-down or revealed Dungeon Tiles without
revealing or triggering their effects. Face-down tiles under
Figures may not be revealed until the Figure moves off of it.
• Only 1 Monster Figure may occupy a room.
• May move into the Entrance Room and the Treasure Vault.
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Dungeon Tiles Overview
When a Hero enters into a room with a Dungeon Tile, the effects of
that tile must be resolved. If the tile is face-down, it is flipped face
up and then resolved:
Treasure Tiles:
Heroes entering a room with a Treasure Tile immediately
acquire the Treasure. Remove it from the dungeon and
add it to the Hero Player’s play area. If a Hero enters any of the 4 spaces
in the Treasure Vault, remove face-up Treasure and add it to the Hero
Player’s play area.
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Effect Tile – Poison Portal:
Like the Portal Tile, Heroes entering immediately
move to an open Entrance Room space, but also are
immediately reduced to 1 Health Point (adjust their
die to “1”). A Poison Portal Tile is removed from the game after a
Hero has moved onto it and resolved it.
Artifact Tiles:
Heroes entering a room with one or more Artifact Tiles immediately
equip them: place the tile(s) next to that Hero’s board. Artifacts offer
a one-time ability for the Hero and are discarded from the game
after use. Heroes may have unlimited Artifacts equipped, including
multiple identical ones. A Hero may also use 1 of their actions
to give an orthogonally or diagonally adjacent Hero an equipped
Artifact. If a Hero dies, any equipped Artifact Tile are placed in the
room where they died (and are stacked if necessary).
Artifact – Vile Blade: A Hero slays a Monster by moving
onto a Monster Tile or into a room with a Monster Figure
and no damage is dealt to the Hero. That Monster and tile
are placed in the Hero Player’s area to show they are slain.
Using it does not cost an additional action. A player may also choose
to not use the Blade and be dealt the damage instead, in which case
the Monster would remain.
Artifact – Elixir of Life: A Hero can increase their
Elixir of Life
disarm the Trap. Remove the tile from the game and no
damage is dealt to the Hero. Using the Kit does not cost
an additional action, and the Hero Player may choose to not use the
Kit and be dealt the damage instead. If disarmed, place the tile in the
Hero Player’s area to show its been disarmed.
9
Dungeon Tiles Continued...
Artifact – Holy Grail: A Hero can resurrect a dead Hero.
The resurrected Hero’s board is flipped back to its active
side, their Health Die is set to maximum health, and their
figure placed in any empty space in the Entrance Room. Using the
Holy Grail costs 2 actions for the Hero that used it (they MUST have
2 actions available).
Each Hero:
• May use a maximum of 2 actions in a single turn, after which they
are “exhausted” and cannot take any more actions this turn.
• Cannot move onto or through a room occupied by another Hero.
• Moves into adjacent rooms based on the Movement icon on their
Hero Board.
• May move into rooms with face-down or revealed tiles. The tiles’
effects are then resolved.
• May move into rooms with a Monster Figure. The effect of the
Monster is then resolved, either being dealt Monster Damage or
slaying the Monster. If that room also has a Dungeon Tile, resolve
the Monster’s effect first and then the tile’s effect.
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When only 1 Hero remains, they are the Last Hero Standing.
The Hero Player may take up to 3 actions per turn with that
Hero, even taking the same action up to 3 times, but will not take
the full 4 actions of their turn.
Hero Death:
If a Hero’s Health is reduced to or below zero then
that Hero has died. Remove the Hero Figure from
the game board, flip the Hero’s Board to its “inactive
side”, and place the Figure on the image of the Hero.
If the Hero has any equipped Artifacts, stack all the
Artifacts face-up in the Room where the Hero died.
Warrior Ability: After moving onto a room with a
Monster (a tile or a figure) slay it and do not take
Monster Damage (this does not cost an action). However,
if a Monster Figure enters the Warrior’s room, the
Warrior takes the damage and it is not slain (the Warrior
MUST move into a Monster’s room in order to slay it).
Place the Monster Tile in the Hero Player’s area to show
they have slain it.
Cleric Ability: Uses an action to increase their health or
the health of an orthogonally or diagonally adjacent Hero
by up to 2 Health (may be used multiple times in a turn,
but not on a Hero who is at full health or has died).
Rogue Ability: After moving into a room with a Trap
Tile, disarm it and do not take Trap Damage (this does
not cost an action). Place the disarmed Trap Tile in the
Hero Player’s area to show its been disarmed.
Wizard Ability: Uses 1 action to reveal any face-down
Dungeon Tile anywhere on the board NOT occupied with
a Monster Figure. May be used multiple times in a turn.
Game's End
The game ends when one of these conditions are met:
• The Hero Player wins if they acquire three Treasure Tiles.
• The Dungeon Player wins if there are no Heroes alive.
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The Dragon and the Dryad
A powerful dragon has imprisoned a mystic Dryad. Find and free the
captive and slay the fire-breathing beast before it gets you!
Dragon the Dryad
Health Move Ability
Dragon's Flame
Components
Action: Inspire 1 Hero
1 Dragon Action: up to 3 rooms away to
Deal 8 to each Pennant the Dyrad take 1 free action.
Fairy Max 4
Hero in marked areas
(may make 1 move first):
Dragon Figure & Tiles Dryad Board, Figure, Die, & Tiles
Setup
1. A change to Assembling the Dungeon Deck, step 3 (pg. 5): Draw 9
tiles* for B instead of 13, and then add the Dragon, Dryad, Fairy,
and Pennant Tile into the pile to make 13 tiles. Shuffle B with A to
make the full Dungeon Deck of 36 tiles. *If also using the Lords of
the Undead then only draw 7 tiles instead of 13.
2. The Hero Player places the Dryad Board, Figure, and Die aside
so that it may be used later.
3. The Dungeon Player places the Dragon Figure in their Monster
Figure Supply and the Reference Tile in their area.
time, one each for the “Head” and “Tail.” When its tile is
revealed (and it moves), its Head is placed into the room
with the tile and its Tail is placed into an orthogonally
adjacent room of the Dungeon Player’s choice. If a Hero
reveals it by entering its room, place its Head into the Room with
Tile
Adjacent
Hero’s room (and deal damage). The Tail, however, does Room
not deal damage if placed in a room with another Hero.
Revealing the Dryad Tile:
Remove
the Dyrad
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The Dragon:
A Monster that can be slain by the Heroes (in the room with either
its Head or Tail). The Dragon uses only 1 action during the Dungeon
Player’s turn. Since the Dragon appears as soon as it is revealed, it
may move and attack even during the Passive Phase, however using
an action for the Dragon means the Dungeon Player places one fewer
Dungeon Tile on their turn.
Dragon’s Flame: For its action, the
Dragon may first move to an orthogonal
or diagonal room and then use Dragon’s
Flame: it attacks all Heroes in the 12
rooms that it stands in and that surround
its body (see the diagram on the left)
dealing 8 damage to each Hero. Its Head
being the part that moves first, and its Tail
1 Action: Dragon’s Flame is then placed into any adjacent room. It
may also move without using Dragon’s
Flame for its 1 action.
The Dryad:
When the Dryad is rescued, she is a fifth Hero added to the party.
For the Dungeon Player to win, they will have to kill her as well.
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Lords of the Undead
Beware of the trapped souls and dangerous spectres that linger in the
dungeon. A ghoulish maiden, long-forgotten and left for dead and a
meddling necromancer, dabbling in dark magic, are haunting these halls.
Luckily, the party has stumbled upon a mysterious merchant with some
useful wares, but that have unusual costs...
Components
Hero (except for Cleric)
and take control of
that Hero. Spend up to
2 actions to move that
Hero during your turn.
4 Market Tiles
18 14 12
16
Setup
1. A change to Assembling the Dungeon Deck, step 3 (pg. 5): Draw
11 tiles* for B instead of 13, and then add the White Lady and
Necromancer Tiles into the pile to make 13 tiles. Shuffle B with
A to make the full Dungeon Deck of 36 tiles. *If also using The
Dragon an the Dryad then only draw 7 tiles instead of 13.
2. The Hero Player places the 4 Market Artifacts and its Reference
Tile in their area. The Horde Artifacts are placed “gold-side-up”
with the cost number in the bottom-left corner visible.
3. The Dungeon Player places the 2 Figures in their Monster Figure
Supply and the Reference Tiles in their area.
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Revealing the White Lady or Necromancer:
Immediately replace either tile with its figure and both can take
actions during the Dungeon Player’s turn, even in the Passive Phase.
2 Actions:
Possession The White Lady:
Is a Monster, but cannot be slain with a “Slay
a Monster” action from a Hero or Artifact.
She can use 2 actions to move up to 2 Rooms
OR for a whole 2 actions she can move into
an orthogonally or diagonally adjacent room with a Hero to Possess
them (the Cleric is immune to Possession). Immediately remove
the White Lady Figure from the board and place her on top of the
Possessed Hero’s portrait on their Board. The Dungeon Player is
now in control of that Hero (no longer the Hero Player) and can
move them (based on the Hero’s own movement), however they
are not able to use any abilities or Artifacts. Actions spent moving
a possessed Hero are treated as if they were spent for the White
Lady (max 2 per turn). The Possessed Hero can be moved into
any legitimate room or tile, face-down or revealed, and is subject
to the tiles’ corresponding effects. The White Lady is immediately
removed from the game if the Possessed Hero takes any damage,
dies, or if she is healed by the Cleric’s ability or by the Elixir of Life
Artifact(“healing” the White Lady or the Possessed Hero “slays” her).
The Necromancer:
2 Actions:
Raise Dead Is a Monster and can be slain. It can use
2 actions to move up to 2 Rooms OR for
a whole 2 actions it can Raise the Dead.
The Necromancer can bring a slain
Goblin, Skeleton, Orc, or Ogre back
Up to 2 into play. Take the tile and figure from
Rooms Away
the Hero Player’s pile, place the tile in
your play area, and place the figure in an unoccupied room up to 2
rooms away from the Necromancer. The raised Monster can move or
attack immediately on that turn (even during the Passive Phase).
15
Lords of the Undead Continued...
The Mysterious Market:
Demon Skull
The Hero Player can acquire a Market Artifact by using
1 action on a Hero’s Turn. They must pay the Blood
Cost, which is the number listed on bottom-left corner 18
of each Artifact. Paying this Blood Cost comes from a Blood Ogre
Cost of 18
Goblin
• When using Monster or Trap Tiles, discard those tiles from the
game. Any total Blood Points paid with tiles that go over the
Artifact’s cost are considered lost.
• This action is performed by a single Hero and the Market Artifact
purchased is only given to that Hero. If the Hero dies, the Artifact
is removed from the game.
• Multiple Artifacts can be purchased on a single turn, using one
action for each.
• The Purchase Action can be performed by an exhausted Hero.
Each follows all the basic rules of a regular Artifact, can be used in the
same turn that they are purchased, and are discarded after one use.
Magic Mirror
Artifact – Magic Mirror: Spend 1 action to swap room
locations with another Hero anywhere in the dungeon.
16
Solo Play Variant
In this quest, you alone command the party of powerful Heroes
against the dark forces of the Dungeon. For this solo play
variant, the role of the Dungeon Lord is run by an “Arcane
Intelligence” created by some cruel and demonic master...
Objective:
You win if you acquire all 4 of the treasure tiles from the
dungeon and at least 1 Hero is still alive.
Setup:
The game is set up as normal,
except that once the Dungeon
Deck is assembled (accounting
for any Artifacts taken out for the
difficulty level), randomly deal
all 36 Dungeon Tiles face-down
filling all 36 Dungeon Rooms.
17
Solo Play Variant Continued...
Gameplay:
Unlike the order in normal play, the turn order in solo play is:
1. Hero Phase – take 4 to 8 actions. Unless only 1 Hero is alive,
and then take 2-3 actions with that Hero.
2. Dungeon Passive Phase – Reveal all tiles in specific rows
based on the turn number.
3. Dungeon Aggressive Phase – ALL Monsters move/attack.
18
Phase 3- Dungeon Aggressive Phase:
The Dungeon has an Aggressive Phase
every round. Move ALL Monster 1 3
Figures in order starting with the
Monsters who have the highest
4
attack damage to the lowest damage.
If Monsters have equal damage,
start with ones in rows closer to the
2
Treasure Vault, from the leftmost
columns on the board.
19
Icon Reference
Move Orthogonally Slay a Monster
Credits
Game Designer: Michael Coe
Illustrator: Bill Bricker
Graphic Designer: Benjamin Shulman
Editor: Richard A. Edwards, Dylan D. Phillips Dungeon
Heroes
DH03
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